so I posted a similar question in the m0rehud black thread but never got a response, so might as well ask here.
How would I go changing the colors of the buffed/hurt boxes (found in m0re black) in VTFEdit (assuming that's where I would edit them)? I've never dealt with materials like this and consequently have no idea where to even start
so I posted a similar question in the m0rehud black thread but never got a response, so might as well ask here.
How would I go changing the colors of the buffed/hurt boxes (found in m0re black) in VTFEdit (assuming that's where I would edit them)? I've never dealt with materials like this and consequently have no idea where to even start
Konceptso I posted a similar question in the m0rehud black thread but never got a response, so might as well ask here.
How would I go changing the colors of the buffed/hurt boxes (found in m0re black) in VTFEdit (assuming that's where I would edit them)? I've never dealt with materials like this and consequently have no idea where to even start
My recommendation would be paint.net + vtf plugin or the same plugin for photoshop instead. They just make the whole process a lot easier.
Otherwise, using VTFEdit you can export the image into another file format (tga is recommended but if that's what you want would depend on what you're using to edit it) and when you're done changing it around however you want, use VTFEdit again to turn it back into a vtf.
e: didn't realize they were purely vmt's. Open up the files in any text editor and change the values for:
"$color" "[0.0 0.47 0.78]"
0.0 is the same as 0 (or 00 in hex), 1.0 is the same as 255 (or FF).
[quote=Koncept]so I posted a similar question in the m0rehud black thread but never got a response, so might as well ask here.
How would I go changing the colors of the buffed/hurt boxes (found in m0re black) in VTFEdit (assuming that's where I would edit them)? I've never dealt with materials like this and consequently have no idea where to even start[/quote]
[s]My recommendation would be [url=https://www.getpaint.net/]paint.net[/url] + [url=http://nemesis.thewavelength.net/index.php?c=225]vtf plugin[/url] or the same plugin for [url=http://nemesis.thewavelength.net/index.php?p=39]photoshop[/url] instead. They just make the whole process a lot easier.
Otherwise, using VTFEdit you can export the image into another file format (tga is recommended but if that's what you want would depend on what you're using to edit it) and when you're done changing it around however you want, use VTFEdit again to turn it back into a vtf.[/s]
e: didn't realize they were purely vmt's. Open up the files in any text editor and change the values for:[code]"$color" "[0.0 0.47 0.78]"[/code]0.0 is the same as 0 (or 00 in hex), 1.0 is the same as 255 (or FF).
JarateKingKoncept
My recommendation would be paint.net + vtf plugin or the same plugin for photoshop instead. They just make the whole process a lot easier.
Otherwise, using VTFEdit you can export the image into another file format (tga is recommended but if that's what you want would depend on what you're using to edit it) and when you're done changing it around however you want, use VTFEdit again to turn it back into a vtf.
e: didn't realize they were purely vmt's. Open up the files in any text editor and change the values for:"$color" "[0.0 0.47 0.78]"
0.0 is the same as 0 (or 00 in hex), 1.0 is the same as 255 (or FF).
there's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT
"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\buff"
"$vertexcolor" 1
"$vertexalpha" 1
"$no_fullbright" 1
"$ignorez" 1
"%keywords" "tf"
}
[quote=JarateKing][quote=Koncept][/quote]
[s]My recommendation would be [url=https://www.getpaint.net/]paint.net[/url] + [url=http://nemesis.thewavelength.net/index.php?c=225]vtf plugin[/url] or the same plugin for [url=http://nemesis.thewavelength.net/index.php?p=39]photoshop[/url] instead. They just make the whole process a lot easier.
Otherwise, using VTFEdit you can export the image into another file format (tga is recommended but if that's what you want would depend on what you're using to edit it) and when you're done changing it around however you want, use VTFEdit again to turn it back into a vtf.[/s]
e: didn't realize they were purely vmt's. Open up the files in any text editor and change the values for:[code]"$color" "[0.0 0.47 0.78]"[/code]0.0 is the same as 0 (or 00 in hex), 1.0 is the same as 255 (or FF).[/quote]
there's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT
[code]"UnlitGeneric"
{
"$translucent" 1
"$baseTexture" "vgui\replay\thumbnails\buff"
"$vertexcolor" 1
"$vertexalpha" 1
"$no_fullbright" 1
"$ignorez" 1
"%keywords" "tf"
}[/code]
Konceptthere's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT
My bad, must've got things mixed up. In that case go with what was striked out, you'll want to edit the buff vtf and that's how you'd do it.
[quote=Koncept]there's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT[/quote]
My bad, must've got things mixed up. In that case go with what was striked out, you'll want to edit the buff vtf and that's how you'd do it.
JarateKingKonceptthere's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT
My bad, must've got things mixed up. In that case go with what was striked out, you'll want to edit the buff vtf and that's how you'd do it.
so I got the VTFs done, but I'm not sure what to do to get the VMT files. Should I just duplicate the one that I got from the m0rehud files? Or is there another step that I need to take to get them? Are they even required?
[quote=JarateKing][quote=Koncept]there's a VTF and VMT file for the material that's being used. Does that change what I have to do? Also I'm not seeing a "$color" field within the VMT[/quote]
My bad, must've got things mixed up. In that case go with what was striked out, you'll want to edit the buff vtf and that's how you'd do it.[/quote]
so I got the VTFs done, but I'm not sure what to do to get the VMT files. Should I just duplicate the one that I got from the m0rehud files? Or is there another step that I need to take to get them? Are they even required?
How do I replace a hud's main menu background image? I love flathud but the main menu is just dark and depressing.
Either that, or replace the main menu entirely with one from another hud
I'd appreciate detailed instructions because I'm a troglodyte
How do I replace a hud's main menu background image? I love flathud but the main menu is just dark and depressing.
Either that, or replace the main menu entirely with one from another hud
I'd appreciate detailed instructions because I'm a troglodyte
SentinelHow do I replace a hud's main menu background image? I love flathud but the main menu is just dark and depressing.
Either that, or replace the main menu entirely with one from another hud
I'd appreciate detailed instructions because I'm a troglodyte
Follow the instructions in this video
[quote=Sentinel]How do I replace a hud's main menu background image? I love flathud but the main menu is just dark and depressing.
Either that, or replace the main menu entirely with one from another hud
I'd appreciate detailed instructions because I'm a troglodyte[/quote]
Follow the instructions in [url=https://youtu.be/F5L9Wd9QOJ8]this[/url] video
KonceptSentinelHow do I replace a hud's main menu background image? I love flathud but the main menu is just dark and depressing.
Either that, or replace the main menu entirely with one from another hud
I'd appreciate detailed instructions because I'm a troglodyte
Follow the instructions in this video
Thanks a lot
[quote=Koncept][quote=Sentinel]How do I replace a hud's main menu background image? I love flathud but the main menu is just dark and depressing.
Either that, or replace the main menu entirely with one from another hud
I'd appreciate detailed instructions because I'm a troglodyte[/quote]
Follow the instructions in [url=https://youtu.be/F5L9Wd9QOJ8]this[/url] video[/quote]
Thanks a lot
Hey guys you know the numbers where when you pick a med pack or you damage someone there will be a number above your health or somewhere? How do u change the position of those numbers and what do i change?
Hey guys you know the numbers where when you pick a med pack or you damage someone there will be a number above your health or somewhere? How do u change the position of those numbers and what do i change?
d4nnyHey guys you know the numbers where when you pick a med pack or you damage someone there will be a number above your health or somewhere? How do u change the position of those numbers and what do i change?
CHealthAccountPanel in hudlayout.res afaik
[quote=d4nny]Hey guys you know the numbers where when you pick a med pack or you damage someone there will be a number above your health or somewhere? How do u change the position of those numbers and what do i change?[/quote]
[i]CHealthAccountPanel[/i] in hudlayout.res afaik
what do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?
what do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?
Is it possible to have different ammo position for each class and weapon?
Is it possible to have different ammo position for each class and weapon?
StepanexIs it possible to have different ammo position for each class and weapon?
You can change minmode in class cfgs (so you can basically have two different huds if you want) and ammo labels are set up so that they're different for weapons with or without clips (so there's 4 labels for clips and 2 for weapons without clip).
That's about it without ridiculously broken workarounds that are only good as a proof of concept.
[quote=Stepanex]Is it possible to have different ammo position for each class and weapon?[/quote]
You can change minmode in class cfgs (so you can basically have two different huds if you want) and ammo labels are set up so that they're different for weapons with or without clips (so there's 4 labels for clips and 2 for weapons without clip).
That's about it without ridiculously broken workarounds that are only good as a proof of concept.
I want to have a label that will change according to what weapon I am holding as a medic, could that be possible?
I want to have a label that will change according to what weapon I am holding as a medic, could that be possible?
StepanexI want to have a label that will change according to what weapon I am holding as a medic, could that be possible?
You can have a label that says "you have your primary out" in your ammo panel and another label that says "you have your medigun out" in the medic charge panel, and if you have a background in your ammo to cover it up when not needed you could have "you have your melee out" in your hudlayout too.
There's no way for the hud to know what weapons you actually have equipped though.
[quote=Stepanex]I want to have a label that will change according to what weapon I am holding as a medic, could that be possible?[/quote]
You can have a label that says "you have your primary out" in your ammo panel and another label that says "you have your medigun out" in the medic charge panel, and if you have a background in your ammo to cover it up when not needed you could have "you have your melee out" in your hudlayout too.
There's no way for the hud to know what weapons you actually have equipped though.
why does my health: http://i.imgur.com/jjndFuy.jpg looks rough
while
the one on my targetid look smooth?: http://i.imgur.com/aUeVEfM.jpg
the font i use on my health surely looks smooth when you check the font file.
why does my health: http://i.imgur.com/jjndFuy.jpg looks rough
while
the one on my targetid look smooth?: http://i.imgur.com/aUeVEfM.jpg
the font i use on my health surely looks smooth when you check the font file.
melwhy does my health: http://i.imgur.com/jjndFuy.jpg looks rough
while
the one on my targetid look smooth?: http://i.imgur.com/aUeVEfM.jpg
the font i use on my health surely looks smooth when you check the font file.
put "antialias" "1" in the font entry in clientscheme by the stuff that looks like "size" "howbigurfontis" and "font" "phatphontnamehere"
[quote=mel]why does my health: http://i.imgur.com/jjndFuy.jpg looks rough
while
the one on my targetid look smooth?: http://i.imgur.com/aUeVEfM.jpg
the font i use on my health surely looks smooth when you check the font file.[/quote]
put "antialias" "1" in the font entry in clientscheme by the stuff that looks like "size" "howbigurfontis" and "font" "phatphontnamehere"
When I die and I'm spectating my teammates, I don't have that sidebar on the hud that shows my teammates' hp and who's up and who's dead. Is it something in my cfg?
When I die and I'm spectating my teammates, I don't have that sidebar on the hud that shows my teammates' hp and who's up and who's dead. Is it something in my cfg?
Konceptwhat do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?
anybody?
[quote=Koncept]what do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?[/quote]
anybody?
KonceptKonceptwhat do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?
anybody?
i cant test it right now but deleting the "tooltip" line for the buttons in gamemenu.res should remove it.
[quote=Koncept][quote=Koncept]what do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?[/quote]
anybody?[/quote]
i cant test it right now but deleting the "tooltip" line for the buttons in gamemenu.res should remove it.
CassiaKonceptKonceptwhat do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?
anybody?
i cant test it right now but deleting the "tooltip" line for the buttons in gamemenu.res should remove it.
couldn't find an entry for the button in gamemenu and I also tried creating one without a tooltip field and nothing still unfortunately
[quote=Cassia][quote=Koncept][quote=Koncept]what do I need to alter to remove any potential tooltip panels from appearing whenever I highlight a button on the main menu? Is it something within gamemenu.res, mainmenuoverride, or both?[/quote]
anybody?[/quote]
i cant test it right now but deleting the "tooltip" line for the buttons in gamemenu.res should remove it.[/quote]
couldn't find an entry for the button in gamemenu and I also tried creating one without a tooltip field and nothing still unfortunately
Using magnum hud my game freezes for a second every time I hit something
I'm like 99% sure it has to do with damage numbers but I have no idea how to fix it
Using magnum hud my game freezes for a second every time I hit something
I'm like 99% sure it has to do with damage numbers but I have no idea how to fix it
nazaraUsing magnum hud my game freezes for a second every time I hit something
I'm like 99% sure it has to do with damage numbers but I have no idea how to fix it
check your hudanimations file and if there's a lot of stuff in the "event DamagedPlayer" section, remove it and see if that fixes the problem
[quote=nazara]Using magnum hud my game freezes for a second every time I hit something
I'm like 99% sure it has to do with damage numbers but I have no idea how to fix it[/quote]
check your hudanimations file and if there's a lot of stuff in the "event DamagedPlayer" section, remove it and see if that fixes the problem
Konceptcheck your hudanimations file and if there's a lot of stuff in the "event DamagedPlayer" section, remove it and see if that fixes the problem
This fixed it but I still want to damage numbers to show up somewhere on my hud not just on top of the person I hit
Would it still work if I just copy pasted that part of some other hud into this one and messed around with it a bit?
[quote=Koncept]check your hudanimations file and if there's a lot of stuff in the "event DamagedPlayer" section, remove it and see if that fixes the problem[/quote]
This fixed it but I still want to damage numbers to show up somewhere on my hud not just on top of the person I hit
Would it still work if I just copy pasted that part of some other hud into this one and messed around with it a bit?
nazaraKonceptcheck your hudanimations file and if there's a lot of stuff in the "event DamagedPlayer" section, remove it and see if that fixes the problem
This fixed it but I still want to damage numbers to show up somewhere on my hud not just on top of the person I hit
Would it still work if I just copy pasted that part of some other hud into this one and messed around with it a bit?
yes it would. just make sure that you either convert stored color values into RGB code (ex: "DamageYellow" -> 255 250 0 255) or just paste the color entry into your own clientscheme.res file.
Also be sure to do the same for custom fonts. The way that I'd recommend is to simply match the font type with one that's already in your hud (ex: Veranda24 -> Roboto24).
[quote=nazara][quote=Koncept]check your hudanimations file and if there's a lot of stuff in the "event DamagedPlayer" section, remove it and see if that fixes the problem[/quote]
This fixed it but I still want to damage numbers to show up somewhere on my hud not just on top of the person I hit
Would it still work if I just copy pasted that part of some other hud into this one and messed around with it a bit?[/quote]
yes it would. just make sure that you either convert stored color values into RGB code (ex: "DamageYellow" -> 255 250 0 255) or just paste the color entry into your own clientscheme.res file.
Also be sure to do the same for custom fonts. The way that I'd recommend is to simply match the font type with one that's already in your hud (ex: Veranda24 -> Roboto24).
in m0rehud, how do i get rid of the white/red health cross pulse when i'm buffed/hurt
in m0rehud, how do i get rid of the white/red health cross pulse when i'm buffed/hurt
alderin m0rehud, how do i get rid of the white/red health cross pulse when i'm buffed/hurt
Go into your hud files
Resource -> ui -> hudplayerhealth.res
Search for "playerstatusbonusimage" (I think that's the field name) and set the xpos to a very large number (9999 for example). Save the file and if you're in game, type hud_reloadscheme into your console and you should see a change
[quote=alder]in m0rehud, how do i get rid of the white/red health cross pulse when i'm buffed/hurt[/quote]
Go into your hud files
Resource -> ui -> hudplayerhealth.res
Search for "playerstatusbonusimage" (I think that's the field name) and set the xpos to a very large number (9999 for example). Save the file and if you're in game, type hud_reloadscheme into your console and you should see a change
I've been trying to make the shadow of my health/ammo numbers bigger than the white number itself, while they both have the same x- and y-pos so the shadow becomes sort of a outline around the number.
Problem is, whenever I change the tall and wide values they somehow act just like the x- and y-pos values and change the position of the shadow instead of making the number bigger.
Using a bigger font for the shadow doesn't really have the effect I want either.
So is there a way to make the shadow numbers bigger, without changing their positions at all so they stick out from under the white numbers the same amount on all sides?
I've been trying to make the shadow of my health/ammo numbers bigger than the white number itself, while they both have the same x- and y-pos so the shadow becomes sort of a outline around the number.
Problem is, whenever I change the tall and wide values they somehow act just like the x- and y-pos values and change the position of the shadow instead of making the number bigger.
Using a bigger font for the shadow doesn't really have the effect I want either.
So is there a way to make the shadow numbers bigger, without changing their positions at all so they stick out from under the white numbers the same amount on all sides?
@RentQN Changing wide/tall depending on textalignment will act like coordinates (xpos/ypos) changing.
I recommend duplicating xpos/ypos from the original value, increasing font size and hope you achieve the effect you want to create that way.
@RentQN Changing wide/tall depending on textalignment will act like coordinates (xpos/ypos) changing.
I recommend duplicating xpos/ypos from the original value, increasing font size and hope you achieve the effect you want to create that way.
Wiethoofd@RentQN Changing wide/tall depending on textalignment will act like coordinates (xpos/ypos) changing.
I recommend duplicating xpos/ypos from the original value, increasing font size and hope you achieve the effect you want to create that way.
Thanks.
I already tried that, but had pretty weird results.
My normal font size is 56.
Changing the shadow to 58 and 60 didn't do anything for some reason, which is weird because they should already be bigger, but it stayed completely invisible/aligned with the white numbers.
At 62 the shadow did become bigger, but at the same time it also became off-centered and stuck out on some sides more than on others.
You said depending on textalignment. Not exactly sure what that means, but isn't there maybe a way to change the textalignement so wide/tall doesn't act like xpos/ypos but actually makes the numbers wider and taller?
Or would that fuck up my entire HUD and I'd have to redo all the xpos/ypos values for all the text/numbers?
[quote=Wiethoofd]@RentQN Changing wide/tall depending on textalignment will act like coordinates (xpos/ypos) changing.
I recommend duplicating xpos/ypos from the original value, increasing font size and hope you achieve the effect you want to create that way.[/quote]
Thanks.
I already tried that, but had pretty weird results.
My normal font size is 56.
Changing the shadow to 58 and 60 didn't do anything for some reason, which is weird because they should already be bigger, but it stayed completely invisible/aligned with the white numbers.
At 62 the shadow did become bigger, but at the same time it also became off-centered and stuck out on some sides more than on others.
You said depending on textalignment. Not exactly sure what that means, but isn't there maybe a way to change the textalignement so wide/tall doesn't act like xpos/ypos but actually makes the numbers wider and taller?
Or would that fuck up my entire HUD and I'd have to redo all the xpos/ypos values for all the text/numbers?